Package java.nio

Examples of java.nio.FloatBuffer.clear()


     * The method updates the geometry according to the poitions of the bones.
     */
    public void updateGeometry() {
        VertexBuffer vb = this.getBuffer(Type.Position);
        FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
        posBuf.clear();
        for (int i = 0; i < skeleton.getBoneCount(); ++i) {
            Bone bone = skeleton.getBone(i);
            Vector3f head = bone.getModelSpacePosition();

            posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
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     * The method updates the geometry according to the poitions of the bones.
     */
    public void updateGeometry() {
        VertexBuffer vb = this.getBuffer(Type.Position);
        FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
        posBuf.clear();
        for (int i = 0; i < skeleton.getBoneCount(); ++i) {
            Bone bone = skeleton.getBone(i);
            Vector3f head = bone.getModelSpacePosition();

            posBuf.put(head.getX()).put(head.getY()).put(head.getZ());
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    public static FloatBuffer createFloatBuffer(float... data) {
        if (data == null) {
            return null;
        }
        FloatBuffer buff = createFloatBuffer(data.length);
        buff.clear();
        buff.put(data);
        buff.flip();
        return buff;
    }
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     *            required number of floats to store.
     * @return the new FloatBuffer
     */
    public static FloatBuffer createFloatBuffer(int size) {
        FloatBuffer buf = ByteBuffer.allocateDirect(4 * size).order(ByteOrder.nativeOrder()).asFloatBuffer();
        buf.clear();
        onBufferAllocated(buf);
        return buf;
    }

    /**
 
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     * The method updates the geometry according to the poitions of the bones.
     */
    public void updateGeometry() {
        VertexBuffer vb = this.getBuffer(Type.Position);
        FloatBuffer posBuf = this.getFloatBuffer(Type.Position);
        posBuf.clear();
        for (int i = 0; i < skeleton.getBoneCount(); ++i) {
            Bone bone = skeleton.getBone(i);
            Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i))));

            for (Bone child : bone.getChildren()) {
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        int indicesLength = mesh.getTriangleCount() * 3;
        for (int i = 0; i < indicesLength; i++) {
            triangleIndexBase.putInt(indices.get(i));
        }
        vertices.rewind();
        vertices.clear();

        return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride);
    }
   
    public static native long createTriangleIndexVertexArray(ByteBuffer triangleIndexBase, ByteBuffer vertexBase, int numTraingles, int numVertices, int vertextStride, int triangleIndexStride);
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        }

        // update data in vertex buffers
        positions.clear();
        colors.clear();
        texcoords.clear();
        Vector3f faceNormal = emitter.getFaceNormal();
       
        for (int i = 0; i < particles.length; i++){
            Particle p = particles[i];
            boolean dead = p.life == 0;
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        }

        positions.clear();
        colors.clear();
        if (!uniqueTexCoords)
            texcoords.clear();
        else{
            texcoords.clear();
            tvb.updateData(texcoords);
        }
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        positions.clear();
        colors.clear();
        if (!uniqueTexCoords)
            texcoords.clear();
        else{
            texcoords.clear();
            tvb.updateData(texcoords);
        }

        // force renderer to re-send data to GPU
        pvb.updateData(positions);
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                FloatBuffer bpb = (FloatBuffer) bindPos.getData();
                FloatBuffer bnb = (FloatBuffer) bindNorm.getData();
                pb.clear();
                nb.clear();
                bpb.clear();
                bnb.clear();

                //reseting bind tangents if there is a bind tangent buffer
                VertexBuffer bindTangents = mesh.getBuffer(Type.BindPoseTangent);
                if (bindTangents != null) {
                    VertexBuffer tangents = mesh.getBuffer(Type.Tangent);
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